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Races of Classic Spelljammer
The Spelljammer: Shadow of the Spider Moon setting
uses races and monsters from the core D&D rulebooks exclusively. But that’s no
reason for you to ignore the wide variety of interesting character options
available in past Spelljammer products. As a previous column showed, you
can work just about any new creature into the Spider Moon setting with
just a little effort and ingenuity.
Here, then, are three playable PC races for your
Spelljammer campaign, drawn from AD&D 2nd Edition, along with a truly
vile race that makes a perfect enemy for your game.
Giff
The giff are strong, tusken mercenaries whose entire lives
are based around honor and discipline. They are proud warriors who revel in
battle, regardless of the cause. A typical giff towers 9 feet in height, with
broad shoulders and thick limbs to match. Giff are usually lawful neutral;
non-lawful giff are considered outcasts.
The overwhelming majority of giff are fighters, though the
race has plenty of rogues serving as scouts and spies. Particularly noble giff
might become paladins. Due to the race’s lawful bent, barbarians and bards are
virtually unknown among them.
If your game includes firearms, the giff take to them
naturally, greatly appreciating the power (and volume) created by such weapons.
Giff in a Shadow Moon Campaign: The giff are
visitors to this system, as they are to all systems. Most will be found serving
aboard spelljamming vessels of nearly any race: As long as the pay is good and
battle plentiful, most giff are happy simply to obey orders. That said, they
won’t long serve a master who doesn’t treat them with respect.
Giff Racial Traits
 | +6 Strength, -2 Intelligence, -2 Wisdom. Giff are
extraordinarily powerful, but not terribly bright or perceptive. |
 | Large. As Large creatures, giff suffer a -1 size penalty
to attack rolls and AC, and a -4 size penalty on Hide checks. They may use
larger weapons than humans use, and their lifting and carrying limits are
twice those of Medium-size characters. A giff also has a natural reach of 10
feet. |
 | Giff base speed is 30 feet. |
 | Natural Armor: Giff have a +4 natural armor bonus. |
 | Head-Butt: A giff can deliver a head-butt as a standard
action, dealing 1d8 points of damage plus one and one-half his Strength bonus.
A giff cannot combine a head-butt with other attacks. |
 | Spell Resistance: Giff are naturally resistant to magic.
A giff’s SR equals his effective character level plus 3. A giff cannot
voluntarily lower his spell resistance, even for beneficial magic such as
healing. |
 | Malfunctioning Magic: The giff’s resistance to magic
extends even to magic items worn or used by the giff. Any magic item activated
via spell completion (such as scrolls), spell trigger (such as wands and
staffs), or a command word or mental activation (such as a ring of
invisibility) has a 10% chance of simply not functioning when activated by
a giff. Thus, most giff stick to magic items that don’t require such
activation, such as weapons, armor, potions, and the like. |
 | Automatic Languages: Common and Giff. Bonus Languages:
Dwarven, Elven, and Orc. Giff find it useful to know the languages of their
enemies…or their employers. |
 | Preferred Class: Fighter. A multiclass giff’s fighter
class does not count when determining whether he suffers an XP penalty for
multiclassing. All giff are natural-born warriors. |
 | Level Adjustment: +2. The giff’s prodigious Strength and
natural armor make them significantly more powerful than a typical human. A
1st-level giff fighter’s effective character level is 3. |
Grommam
Grommams are peaceful, forest-dwelling gorillalike
humanoids with a close-knit, highly religious society. They have dark brown skin
and short, coppery hair over their entire bodies except on their faces, palms,
and soles. They communicate by means of body language and a range of vocal hoots
and growls.
Male and female grommams have very different roles in their
society. The males perform the heavy labor and defend the home, while the
females deal with domestic and political matters, as well as oversee the
grommams’ religious lives.
Grommams in a Shadow Moon Campaign: The grommams are
native to a relatively small region of the jungle world Verdura, where they must
struggle to survive against the deadly reptilian fauna common to that
world—including their hated enemies, the yuan-ti.
Grommam Racial Traits
 | +2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom
(male); +2 Intelligence, +2 Wisdom, -2 Strength, -2 Dexterity (female). Male
grommams are agile and strong, but less intellectually oriented than the
females, who conversely are less physically powerful. |
 | Medium-size: As Medium-size creatures, grommams have no
special bonuses or penalties due to their size. |
 | Grommam base speed is 20 feet, whether walking or
climbing. Their natural climb speed grants them a +8 bonus to Climb checks. |
 | +2 racial bonus on Listen checks. Grommams have keen
ears, and are capable of distinguishing a wide variety of sounds. |
 | Ambidextrous: Grommams get Ambidexterity as a bonus
feat. |
 | Large Weapon Use: A grommam’s build allows it to wield
weapons as if it were a Large creature. For instance, a grommam can wield a
human greatsword (a Large weapon) in one-hand, and can wield a Medium-size
weapon, such as a battleaxe, as if it were a light weapon. |
 | Unusual Body Shape: The grommam's barrel chest, short
legs, and long arms require them to wear armor specially fitted to them. Such
armor costs twice the normal list price. |
 | Malfunctioning Magic: Grommams are innately
anti-magical. Any magic item activated via command word or mental activation
(such as a ring of invisibility) has a 40% chance of simply not
functioning when activated by a grommam. Thus, most grommams stick to magic
items that don’t require such activation, such as weapons, armor, potions, and
the like. Grommams also suffer a -6 penalty to Use Magic Device checks. |
 | Preferred Class: Fighter (male) or cleric (female). A
multiclass male grommam’s fighter class, or a multiclass female grommam’s
cleric class, does not count when determining whether he or she suffers an XP
penalty for multiclassing. |
 | Level Adjustment: +1. The grommam’s racial traits make
them more powerful than a human. A 1st-level grommam cleric’s effective
character level is 2. |
Hadozee
Commonly called “deck apes” by other races, the hadozee are
tall, slender humanoids who take naturally to serving aboard a spelljamming
vessel. Their bodies are covered in a light brown fur, and their faces ringed by
a shaggy mane. Their most unusual physical feature, however, is the pair of skin
flaps that connect its arms to its legs. When drawn tight, these flaps allow the
hadozee to glide, much like a flying squirrel.
Hadozee in a Shadow Moon Campaign: The hadozee are
native to the elven forest planet of Perianth, and are most often encountered
aboard elven vessels.
Hadozee Racial Traits
 | +2 Dexterity, -2 Charisma. Hadozee are agile and
dextrous, but their coarse natures rub most people the wrong way. |
 | Medium-size: As Medium-size creatures, hadozees have no
special bonuses or penalties due to their size. |
 | Hadozee base speed is 30 feet. |
 | +4 racial bonus on Climb checks: The hadozee’s strong
fingers and dextrous toes make them excellent climbers. |
 | Natural Armor: A hadozee has a +1 natural armor bonus. |
 | Ambidexterity: A hadozee can wield weapons in both hands
(or in hand and foot, since their feet are as dextrous as their hands) as if
it had the Ambidexterity feat. |
 | Gliding: A hadozee wearing light or no armor can glide
through the air by spreading the membranes on its wings. Though a hadozee
can’t take off or gain altitude, they can “fly” at a speed of 20 feet (clumsy
maneuverability). However, for every 10 feet of flying movement, a hadozee
loses 5 feet of altitude. A hadozee’s membranes also grant it a +5 bonus to
Jump or Tumble checks made to reduce damage from a fall, but only when wearing
light or no armor. |
 | Preferred Class: Fighter. A multiclass hadozee’s fighter
class does not count when determining whether he suffers an XP penalty for
multiclassing. Hadozees take naturally to the life of a soldier, and most
serving aboard spelljammers are fighters. |
Vodoni
Originally presented in Grant Boucher’s campaign-length
adventure SJA4: Under the Dark Fist, the Vodoni hail from a far-distant
star system (or crystal sphere, if you’re using the traditional SJ cosmology).
For centuries, the Vodoni Empire has sought to expand its reach. Though the
empire experienced a significant setback some years ago at the hands of
adventurers hailing from a system designated for conquest by the Vodoni, the
empire is not so fragile as to be destroyed by such events. Like an injured
predator, the Vodoni Empire retreated to lick its wounds…and learn from its
mistakes.
The vast majority of the Vodoni people are essentially
identical to humans in all respects. Two special “castes” of Vodoni bear
mentioning, however.
The “breeders” are the nobles of the empire, trained
physically and mentally to rule over the lesser people. Breeders are effectively
human, though being hand-selected to undergo the training means they tend to be
more able than a typical Vodoni citizen. They derive their name from the fact
that they are responsible for supplying the empire with the wolflike enforcers
who serve as an elite fighting force (see below).
Vodoni in a Shadow Moon Campaign: The Vodoni hail
from a far-distant star system, and have only recently discovered the Pyre and
its orbiting worlds. Only a few scouts are currently in the system, but more
will undoubtedly arrive before long, as the empire seeks to add these planets to
its holdings.
Vodoni Breeder Racial Traits
The Vodoni breeder has all the racial traits of a human,
with the following additions and changes:
 | Superior Ability Scores: Roll 6d6 and discard the lowest
3 dice when generating starting abilities. Only the best citizens are selected
to become breeders, resulting in higher average ability scores for such
individuals. |
 | Immune to Lycanthropy: The breeders are immune to all
forms of lycanthropy, a side effect of their work breeding the Vodoni
enforcers. |
 | Lawful Evil: All Vodoni breeders are wholly lawful evil
by the time they finish their training, though it is theoretically possible
that one removed from his traditional surroundings might change his alignment
over time. |
 | Preferred Class: Sorcerer. A multiclass breeder’s
sorcerer class does not count when determining whether he suffers an XP
penalty for multiclassing. All breeders are selected and trained for sorcerous
aptitude. Many multiclass as sorcerer/fighters or sorcerer/rogues. |
 | Level Adjustment: +1. The Vodoni breeder’s higher than
average ability scores make them more powerful than a typical human. A
1st-level vodoni sorcerer’s effective character level is 2. |
The “enforcers” are bestial warriors, created by magical
processes mastered long ago by the breeders. Though born as normal Vodoni
citizens, potential enforcers are infected with a disease closely resembling
lycanthropy and then taken to the Undercity for testing and training. Only the
strongest and most feral survive to become true enforcers. By the time a typical
enforcer finishes its transformation from “normal” Vodoni to wolflike warrior,
it has lost any class levels it previously possessed, as well as any racial
traits it had. Most gain levels in fighter (indeed, the average enforcer
encountered is probably at least a 7th-level fighter), though rangers and rogues
are not uncommon. Perhaps surprisingly, very few enforcers become barbarians.
When calm, a Vodoni enforcer looks much like a werewolf in
hybrid form: humanoid shape with a wolflike head and sharp talons. When it
enters its blood rage, it froths at the mouth and howls uncontrollably.
Vodoni Enforcer Racial Traits
 | +2 Str, +2 Dex, +2 Con, -2 Int. The enforcers are
physically powerful, but the horrible ordeal of transformation damages their
intellect. |
 | Medium-size: As Medium-size creatures, enforcers have no
special bonuses or penalties due to their size. |
 | Enforcer base speed is 30 feet. |
 | Low-light Vision: Enforcers can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and detail under
these conditions. |
 | Chaotic: By their nature, all Vodoni enforcers are
chaotic. The vast majority are chaotic evil, though some rare exceptions could
exist. |
 | Natural Attacks: An enforcer’s bite deals 1d6 points of
damage, while its two claw attacks each deal 1d4 points of damage (with a -5
penalty to base attack bonus, as they are secondary weapons). It may make a
bite or claw attack in addition to weapon attacks, but at a -5 penalty to its
base attack bonus. |
 | Blood Rage: If a Vodoni enforcer’s bite attack deals
damage to a living creature, the enforcer must succeed at a Will save (DC 15 +
character level) or go into a blood rage (the enforcer cannot voluntarily fail
this save). This is identical to a barbarian’s rage, except that an enforcer
in a blood rage cannot attack with weapons, instead using its bite and claws
to the exclusion of all other attack forms. The blood rage lasts as long as
the enforcer can still see any foes, and for 10 rounds plus 1 round per point
of Constitution bonus thereafter. It does not result in fatigue afterward,
however, the enforcer may only enter a blood rage once per hour. |
 | Quasi-Lycanthropic Curse: Vodoni enforcers all carry a
unique form of lycanthropy inflicted upon them by the breeders. Remove
disease and similar techniques are useless for “curing” this variant of
lycanthropy. Luckily, however, it can only be inflicted by a long and arduous
process, and not by mere injury as can normal lycanthropy. An enforcer can be
returned to normal Vodoni (human) form if reduced to 0 or fewer hp (but not
killed) and the following spells cast, in order, upon it by a caster of at
least 15th level: neutralize poison, remove curse, and heal. |
 | Preferred Class: Fighter. A multiclass enforcer’s
fighter class does not count when determining whether he suffers an XP penalty
for multiclassing. All Vodoni enforcers receive training in the art of combat. |
 | Level Adjustment: +2. The Vodoni enforcer’s powerful
physical abilities and blood rage make them significantly more powerful than a
typical human. A 1st-level enforcer fighter’s effective character level is 3. |
Note that unlike most rules
material on the site, these racial traits (as well as all other Spelljammer: Shadow of
the Spider Moon rules material) aren't Open Content. Since the plans for any
future published support for Spider Moon are still up in the air, I have
to keep this material proprietary--for now. Still, that shouldn't keep you from
enjoying them and using them in your home campaigns. Thanks!
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